UI换了很多,spine主视觉停用

This commit is contained in:
FloatGaming
2026-06-15 20:17:25 +08:00
parent 5eec879582
commit 216ab08e8d
3634 changed files with 814422 additions and 382766 deletions
+8
View File
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 582386d40ce12fa4f99ac895df4ce020
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+173
View File
@@ -0,0 +1,173 @@
Shader "UI/UIGaussianBlur"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_BlurRadius ("Blur Radius (Pixels)", Range(0, 64)) = 2
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
[HideInInspector] _TextureSampleAdd ("Texture Sample Add", Color) = (0,0,0,0)
[HideInInspector] _MainTex_ST ("MainTex ST", Vector) = (1,1,0,0)
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
Comp [_StencilComp]
Pass [_StencilOp]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float4 _MainTex_TexelSize;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
float _BlurRadius;
v2f vert(appdata_t v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 vPosition = UnityObjectToClipPos(v.vertex);
o.worldPosition = v.vertex;
o.vertex = vPosition;
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
o.mask = float4(
v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw,
0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy))
);
o.color = v.color * _Color;
return o;
}
fixed4 SampleBlur(float2 uv)
{
float blur = max(_BlurRadius, 0.0);
if (blur <= 0.0001)
{
return tex2D(_MainTex, uv);
}
float2 texel = _MainTex_TexelSize.xy * blur;
const int sampleCount = 32;
const float goldenAngle = 2.39996323;
fixed4 c = tex2D(_MainTex, uv);
float weightSum = 1.0;
[unroll]
for (int i = 0; i < sampleCount; i++)
{
float fi = (float)i + 0.5;
float r = sqrt(fi / (float)sampleCount);
float a = fi * goldenAngle;
float2 dir = float2(cos(a), sin(a));
float2 offset = dir * r * texel;
float w = exp(-r * r * 3.5);
c += tex2D(_MainTex, uv + offset) * w;
weightSum += w;
}
return c / max(weightSum, 0.0001);
}
fixed4 frag(v2f IN) : SV_Target
{
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0 / alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision) * invAlphaPrecision;
float4 tex = SampleBlur(IN.texcoord.xy);
tex += _TextureSampleAdd;
fixed4 color = tex * IN.color;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
color.rgb *= color.a;
return color;
}
ENDCG
}
}
}
@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 5c3dbe82db244021ac726e4bd0946c98
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant: